About this mod
A relatively small change to the Divine Crusaders arms and armaments based (mostly) off of how the armor functions from Oblivion.
- Requirements
- Permissions and credits
- Changelogs
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Detailed effects on the armaments:
Cuirass of the Crusader (& Reforged):
10% Armor bonus and reduced damage from undead and daedra while wearing matching set. Increases health by 30 points. Restoration spells and enchantments cost 15% less. Destruction spells and enchantments cost 10% less.
*Since there are no leggings for armors in Skyrim, I elected to combine the effects of both the Cuirass and Greaves into the Cuirass. The armor already has an armor bonus once a full set is born, so I figured adding further armor resistance was a little overkill.
Boots of the Crusader (& Reforged):
Restoration spells and enchantments cost 5% less. Stamina regenerates 30% faster.
*As the Woodlands Grace effect doesn't have anything too similar in Skyrim, I elected to compromise with stamina regeneration. If you want the effect, you could try Boots of the Crusader - Woodlands Grace Restored and load that mod after mine to overwrite my changes.
Helm of the Crusader (& Reforged):
Magicka regenerates 30% faster. Restoration spells and enchantments cost 5% less. Prices are 25% better.
*Never made sense to my why the helm would buff illusion spells when that effect never was present in Oblivion. At most, it could have been a substitute for Serene beauty, but a calm spell already exists in Skyrim, and isn't too particularly costly. So I elected to instead fortify Magicka regen rate, for those who still want to use more varied magic.
Gauntlets of the Crusader (& Reforged):
Restoration spells and enchantments cost 10% less. Grants 50% resistance to disease. One-handed attacks do 10% more damage.
*Back in Oblivion, wielding the Sword or Mace of the crusader would grant the Fortify Blade/Blunt Ability for 10 points. I elected to include a one handed buff on the gauntlets in reference to that effect.
Sword of the Crusader:
Burns the target for 15 seconds. Targets on fire take extra damage. Does 40 points of Magicka damage.
*I additionally made it so the sword no longer consumes enchantment charges. It's a holy sword blessed by the Aedra, why would I use souls of the dead to recharge it like a battery?
Mace of the Crusader:
Burns the target for 15 points. Targets on fire take extra damage. Undead up to level 30 flee for 5 seconds.
*Also no enchantments charge on the mace. See above. You may notice the description doesn't 100% match the image. I was running Summermyst at the time so the enchantment was reworked consequently. My mod will still function with or without it. Either or, undead won't be too happy to see this mace.
Shield of the Crusader:
While blocking, creates a ward that protects against spells for up to 200 points. Block 25% more damage with your shield.
*Oblivion's shield reflects all magic onto your foes. since such an effect doesn't effect in base Skyrim, and it is a unique effect for Chrysamere, I elected to simply make it a highly potent ward, to help make the shield stand on it's own in the late game. Also threw in a fortify block as further compensation.
Fastened Shield of the Crusader:
Grants 25% resistance to al magic. Block 25% more damage with your shield.
*Decided to make the fastened shield function as a passive magic protection compared to the base shield, while still giving the extra block bonus, incase you wanted to use a different shield.
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Quick Q&A:
1. ESL?
~ The mod can be flagged as an ESL via Vortex or other modding tools capable of doing so, saving you a precious plugin slot.
2. Is this compatible with Knight of the North?
~ Should be. I only edited the enchantments of the weapons, shouldn't be messing with any of the scripts involved.
3. Does this modify the infamy mechanic?
~ No. Mods like Crime is Justified and Knight of the North both already make changes to the infamy system. Use either for the infamy mechanic.
4. Why make this mod when others already touch the relics?
~ For a multitude of reasons. I wanted to dip into Skyrim modding as I potentially want to look further into the modding aspect of Skyrim. Furthermore, some overhauls only touch the heavy armor, leaving the light armor users in the dust. Some other overhauls also don't touch the weapons at all, which is something I wanted to address to hopefully make this mod stand out a bit more. Lastly, I wanted a more Vanilla oriented overhaul to the Crusaders Relics, as many more often have some scripted parts to restore some of the original effects of the armors or total overhauls that stray away from both Skyrim's and Oblivion's artifacts.
5. How do I install the mod?
~ Install it with either your preferred mod manager of your choice, or install it manually into your Skyrim Data folder, with all the other plugins.